﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace Nuzzle.Protocol.Types.Game.Character.Restriction
{
    public class ActorRestrictionsInformations
    {
        public void Serialize(NetworkMessage message)
        {
            uint loc2 = 0;
            BooleanByteWrapper.setFlag(ref loc2, 0, false);
            BooleanByteWrapper.setFlag(ref loc2, 1, false);
            BooleanByteWrapper.setFlag(ref loc2, 2, false);
            BooleanByteWrapper.setFlag(ref loc2, 3, false);
            BooleanByteWrapper.setFlag(ref loc2, 4, false);
            BooleanByteWrapper.setFlag(ref loc2, 5, false);
            BooleanByteWrapper.setFlag(ref loc2, 6, false);
            BooleanByteWrapper.setFlag(ref loc2, 7, false);

            message.WriterBuffer.writeByte((byte)loc2);

            uint loc3 = 0;
            BooleanByteWrapper.setFlag(ref loc3, 0, false);
            BooleanByteWrapper.setFlag(ref loc3, 1, false);
            BooleanByteWrapper.setFlag(ref loc3, 2, false);
            BooleanByteWrapper.setFlag(ref loc3, 3, false);
            BooleanByteWrapper.setFlag(ref loc3, 4, false);
            BooleanByteWrapper.setFlag(ref loc3, 5, false);
            BooleanByteWrapper.setFlag(ref loc3, 6, false);
            BooleanByteWrapper.setFlag(ref loc3, 7, false);
            message.WriterBuffer.writeByte((byte)loc3);

            uint loc4 = 0;
            BooleanByteWrapper.setFlag(ref loc4, 0, false);
            BooleanByteWrapper.setFlag(ref loc4, 1, false);
            BooleanByteWrapper.setFlag(ref loc4, 2, false);
            BooleanByteWrapper.setFlag(ref loc4, 3, false);
            BooleanByteWrapper.setFlag(ref loc4, 4, false);
            message.WriterBuffer.writeByte((byte)loc4);
        }
    }
}
